40K VWMkIII - Battle #62, Finals - Dark Eldar versus Eldar

Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Strategy:
(PLEASE READ) Ok since not too many people are familiar with DE, especially the updated codex rules Iâ€™ll give a quick run down of some of the wargear and just what this army can do. The updates are posted http://uk.games-workshop.com/darkeld...dex-update.pdf]HERE[/url].

Lets start with the lord. This is a Wych Lord and can therefore take wyches as troops, make warp beast packs not count towards the force organization chart, also removing the 0-1 limit, and warriors count as elites. The Mask of the Damned forces any unit wishing to assault him to take a leadership test, if failed, they may not assault him. After his wargear upgrades he has a 12inch move, S4, T4, I8, WS6, 2+ invulnerable, 4+ wych dodge if the 2+ fails, and 6 power weapon attacks on the charge. This is of course without any benefits he may be gaining from combat drugs. Unlike normal drugs, I get to roll many dice for upgrades if I choose. Plus heâ€™s an IC, so he cannot be targeted.

The 3 warrior squads are standard, but sporting 6 dark lances between them, they pack a punch.

The wych squads are amazing in close combat. The Succubi have agonisers for some quick power weapon kills. Wych weapons do 2 things. Any models in an assault with the wyches lose bonus attacks for having 2 cc weapons. This can effectively halve a squads attacks that are being charged by the wyches. On top of that, any models with a base strength of less than 6 must halve their weapon skill! And lets not forget that wyches will hit 1st against most opponents, and donâ€™t forget combat drugs! The raiders have horrorfexes which basically allow them to pin squads they shoot at with it. One squad has a goblet of spite. This nifty piece of wargear allows every model in the squad to hit on a 3+ regardless of all other factors!

The warp beasts are vulnerable to shooting, but hey, thereâ€™s 3 of them. Plus there are more pressing targets for the enemy to deal with. They move as cavalry and pack a huge punch in cc.

A few more notes: This army has 13 dark lances! This is more than enough to down any amount of tanks. Plus it has an insane amount of mobility and cc prowess. With all this speed and firepower, plenty will get into cc, where the DE will enviably come out on top.
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Craftworld Number (N)ineIyanden Craftworld

Headquarters
Farseer:
Jetbike, Fortune, Singing Spear

Elites
Warp Spiders â€“ Five (5) men strong
Five (5) armed with Deathspinners

Strong, extremely resilient list. Very difficult to amass sufficient high S weaponry to take out 2 wraithlords, 2 wave serpents, and 3 falcons. Mobile use of wraithguard in serpents; equal strength regardless of armour values. Strength versus MEQ in firepower and defensiblity, strength versus hordes in evasion (high maneouverability) and attrition until safe situations, at which point flamer death squads can exploit templates for casualties.

-they can out-shoot the dark eldar by far, with starcannons, blowing up the raiders and ravagers, and anihilating the ground troops. the eldar never have to leave their tanks, and the DE will never get into combat, since they will never make it across the field.

Procrastination- hard work often pays off over time, but laziness always pays off now.
Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

They can easily down the transports, whereas the DE would struggle with return fire having only the relatively little 13 Dark lances (which are fairly ineffective in this battle)

Basically, firepower is similar, but eldar is more survivable, and close combat isn't very relavant due to the fact that most everything is a skimmer.

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Similar firepower, but the dark eldar platform is weaker. Thirteen dark lances isn't scary at all for the Iyanden army. I'll show the stats for shooting at Falcons or Wave Serpents; I know someone mentioned they kill warp spiders too, but really, does it matter? Any dark eldar player that shot dark lances at jump infantry should take his models off the table.

Dark Lance @ BS4
0.67 hits at 50% chance to damage (4-6)=0.335 glances, which then must be rolled on SPIRIT STONES and HOLO-FIELDS (Falcons only)

Conversely, take a look at Starcannon stats versus the Dark Eldar Raiders, as well as Ravager front/side armour.

The Eldar Starcannon gets better returns than the specialized anti-tank of the dark lances in this one. TL SC and Pulse lasers will obviously enjoy superior performance as well, so I won't calculate those. Too many points of DE have been spent on close combat troops, which really won't have any use against the ultra-mechanized skimmer list they're facing, having first to catch the targets and then hitting on 6s. The loss of foot troops - Warp Spiders and the two Wraithlords - will not have a significant impact on the result of the battle, and the WL will take a while to fall, especially if placed in cover of any sort.

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heh

I VOTE ELDAR

I used to play eldar, and my roommate now plays dark eldar. I've got a very very good Idea of what the teams emcompass. Iyanden has this one hands down for 2 reasons out of three:

1) It doesn't matter if they go first!
...with so many template weapons and so many oh-so-very-awesome wraith units, they have the resiliency and potency to match it up with the dark eldar, and some acute deployment will make sure anyone thinks twice about getting too close.

2) If they do go first, the game is over for the Darkies!
...hahaha dark eldar armor is nothing, but its just as bad as eldar armor! What the hell are you betting on? Dropping all 6 falcons in the first turn? HAHAHA! this eldar army is almost as rediculous as papa nurgle.

3) Dice Gods!
...Darkies are crafty sonova*****es and for some reason the dice gods favor their violent ways. Its plausable that they might actually be in such a situation that some reasonable deployment and terrain might add to the advantage, and the DE HQ could rip a unit apart if it got to it. Those Ravagers are hella-dangerous to all things footslogging too, and going with the 3 set (1DL/2SC) is exactly what I would do.